/******************************************************************************************* * * raylib [shaders] example - model shader * * Example complexity rating: [★★☆☆] 2/4 * * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version * * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example * on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders * raylib comes with shaders ready for both versions, check raylib/shaders install folder * * Example originally created with raylib 1.3, last time updated with raylib 3.7 * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ using System.Numerics; using static Raylib_cs.Raylib; namespace Examples.Shaders; public class ModelShader : IExample { private const int screenWidth = 800; private const int screenHeight = 450; #if BROWSER const int GlslVersion = 100; // WebGL1 needs GLSL ES 100 #else private const int GlslVersion = 330; #endif public string Name => "Shaders / Model Shader"; public string Title => "raylib [shaders] example - model shader"; public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint; public bool CursorDisabled => true; private Camera3D camera; private Model model; private Texture2D texture; private Shader shader; private Vector3 position; public void Init() { // Define the camera to look into our 3d world camera = new(); camera.Position = new Vector3(4.0f, 4.0f, 4.0f); // Camera position camera.Target = new Vector3(0.0f, 1.0f, -1.0f); // Camera looking at point camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target) camera.FovY = 45.0f; // Camera field-of-view Y camera.Projection = CameraProjection.Perspective; // Camera projection type model = LoadModel("resources/models/obj/watermill.obj"); // Load OBJ model texture = LoadTexture("resources/models/obj/watermill_diffuse.png"); // Load model texture // Load shader for model // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/grayscale.fs"); Raylib.SetMaterialShader(ref model, 0, ref shader); // Set shader effect to 3d model Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture); // Bind texture to model position = new(0.0f, 0.0f, 0.0f); // Set model position } public void Update() { // Update //---------------------------------------------------------------------------------- UpdateCamera(ref camera, CameraMode.Free); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(Color.RayWhite); BeginMode3D(camera); DrawModel(model, position, 0.2f, Color.White); // Draw 3d model with texture DrawGrid(10, 1.0f); // Draw a grid EndMode3D(); DrawText( "(c) Watermill 3D model by Alberto Cano", screenWidth - 210, screenHeight - 20, 10, Color.Gray ); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } public void Unload() { UnloadShader(shader); // Unload shader UnloadTexture(texture); // Unload texture UnloadModel(model); // Unload model } public static int Main() { // Initialization //-------------------------------------------------------------------------------------- SetConfigFlags(ConfigFlags.Msaa4xHint); // Enable Multi Sampling Anti Aliasing 4x (if available) InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader"); DisableCursor(); // Limit cursor to relative movement inside the window SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- var game = new ModelShader(); game.Init(); // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { game.Update(); } game.Unload(); // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } }